# main.py
import pygame
import sys
import traceback
import myplane
import enemy
import bullet
import supply

from pygame.locals import *
from random import *

pygame.init ()
pygame.mixer.init ()

bg_size = width, height = 480, 700
screen = pygame.display.set_mode (bg_size)
pygame.display.set_caption ("飞机大战 -- FishC Demo")

background = pygame.image.load ("images/background.png").convert ()

BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)

# 载入游戏音乐
pygame.mixer.music.load ("sound/game_music.ogg")
pygame.mixer.music.set_volume (0.2)
bullet_sound = pygame.mixer.Sound ("sound/bullet.wav")
bullet_sound.set_volume (0.2)
bomb_sound = pygame.mixer.Sound ("sound/use_bomb.wav")
bomb_sound.set_volume (0.2)
supply_sound = pygame.mixer.Sound ("sound/button.wav")
supply_sound.set_volume (0.2)
get_bomb_sound = pygame.mixer.Sound ("sound/button.wav")
get_bomb_sound.set_volume (0.2)
get_bullet_sound = pygame.mixer.Sound ("sound/button.wav")
get_bullet_sound.set_volume (0.2)
upgrade_sound = pygame.mixer.Sound ("sound/button.wav")
upgrade_sound.set_volume (0.2)
enemy3_fly_sound = pygame.mixer.Sound ("sound/button.wav")
enemy3_fly_sound.set_volume (0.2)
enemy1_down_sound = pygame.mixer.Sound ("sound/bullet.wav")
enemy1_down_sound.set_volume (0.2)
enemy2_down_sound = pygame.mixer.Sound ("sound/button.wav")
enemy2_down_sound.set_volume (0.2)
enemy3_down_sound = pygame.mixer.Sound ("sound/button.wav")
enemy3_down_sound.set_volume (0.5)
me_down_sound = pygame.mixer.Sound ("sound/button.wav")
me_down_sound.set_volume (0.2)


def add_small_enemies (group1, group2, num):
   for i in range (num):
      e1 = enemy.SmallEnemy (bg_size)
      group1.add (e1)
      group2.add (e1)


def add_mid_enemies (group1, group2, num):
   for i in range (num):
      e2 = enemy.MidEnemy (bg_size)
      group1.add (e2)
      group2.add (e2)


def add_big_enemies (group1, group2, num):
   for i in range (num):
      e3 = enemy.BigEnemy (bg_size)
      group1.add (e3)
      group2.add (e3)


def inc_speed (target, inc):
   for each in target:
      each.speed += inc


def main ():
   pygame.mixer.music.play (-1)

   # 生成我方飞机
   me = myplane.MyPlane (bg_size)

   enemies = pygame.sprite.Group ()

   # 生成敌方小型飞机
   small_enemies = pygame.sprite.Group ()
   add_small_enemies (small_enemies, enemies, 15)

   # 生成敌方中型飞机
   mid_enemies = pygame.sprite.Group ()
   add_mid_enemies (mid_enemies, enemies, 4)

   # 生成敌方大型飞机
   big_enemies = pygame.sprite.Group ()
   add_big_enemies (big_enemies, enemies, 2)

   # 生成普通子弹
   bullet1 = []
   bullet1_index = 0
   BULLET1_NUM = 4
   for i in range (BULLET1_NUM):
      bullet1.append (bullet.Bullet1 (me.rect.midtop))

   # 生成超级子弹
   bullet2 = []
   bullet2_index = 0
   BULLET2_NUM = 8
   for i in range (BULLET2_NUM // 2):
      bullet2.append (bullet.Bullet2 ((me.rect.centerx - 33, me.rect.centery)))
      bullet2.append (bullet.Bullet2 ((me.rect.centerx + 30, me.rect.centery)))

   clock = pygame.time.Clock ()

   # 中弹图片索引
   e1_destroy_index = 0
   e2_destroy_index = 0
   e3_destroy_index = 0
   me_destroy_index = 0

   # 统计得分
   score = 0
   score_font = pygame.font.Font ("font/font.ttf", 36)

   # 标志是否暂停游戏
   paused = False
   pause_nor_image = pygame.image.load ("images/pause_nor.png").convert_alpha ()
   pause_pressed_image = pygame.image.load ("images/pause_pressed.png").convert_alpha ()
   resume_nor_image = pygame.image.load ("images/resume_nor.png").convert_alpha ()
   resume_pressed_image = pygame.image.load ("images/resume_pressed.png").convert_alpha ()
   paused_rect = pause_nor_image.get_rect ()
   paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10
   paused_image = pause_nor_image

   # 设置难度级别
   level = 1

   # 全屏炸弹
   bomb_image = pygame.image.load ("images/bomb.png").convert_alpha ()
   bomb_rect = bomb_image.get_rect ()
   bomb_font = pygame.font.Font ("font/font.ttf", 48)
   bomb_num = 3

   # 每30秒发放一个补给包
   bullet_supply = supply.Bullet_Supply (bg_size)
   bomb_supply = supply.Bomb_Supply (bg_size)
   SUPPLY_TIME = USEREVENT
   pygame.time.set_timer (SUPPLY_TIME, 30 * 1000)

   # 超级子弹定时器
   DOUBLE_BULLET_TIME = USEREVENT + 1

   # 标志是否使用超级子弹
   is_double_bullet = False

   # 解除我方无敌状态定时器
   INVINCIBLE_TIME = USEREVENT + 2

   # 生命数量
   life_image = pygame.image.load ("images/life.png").convert_alpha ()
   life_rect = life_image.get_rect ()
   life_num = 3

   # 用于阻止重复打开记录文件
   recorded = False

   # 游戏结束画面
   gameover_font = pygame.font.Font ("font/font.TTF", 48)
   again_image = pygame.image.load ("images/again.png").convert_alpha ()
   again_rect = again_image.get_rect ()
   gameover_image = pygame.image.load ("images/gameover.png").convert_alpha ()
   gameover_rect = gameover_image.get_rect ()

   # 用于切换图片
   switch_image = True

   # 用于延迟
   delay = 100

   running = True

   while running:
      for event in pygame.event.get ():
         if event.type == QUIT:
            pygame.quit ()
            sys.exit ()

         elif event.type == MOUSEBUTTONDOWN:
            if event.button == 1 and paused_rect.collidepoint (event.pos):
               paused = not paused
               if paused:
                  pygame.time.set_timer (SUPPLY_TIME, 0)
                  pygame.mixer.music.pause ()
                  pygame.mixer.pause ()
               else:
                  pygame.time.set_timer (SUPPLY_TIME, 30 * 1000)
                  pygame.mixer.music.unpause ()
                  pygame.mixer.unpause ()

         elif event.type == MOUSEMOTION:
            if paused_rect.collidepoint (event.pos):
               if paused:
                  paused_image = resume_pressed_image
               else:
                  paused_image = pause_pressed_image
            else:
               if paused:
                  paused_image = resume_nor_image
               else:
                  paused_image = pause_nor_image

         elif event.type == KEYDOWN:
            if event.key == K_SPACE:
               if bomb_num:
                  bomb_num -= 1
                  bomb_sound.play ()
                  for each in enemies:
                     if each.rect.bottom > 0:
                        each.active = False

         elif event.type == SUPPLY_TIME:
            supply_sound.play ()
            if choice ([True, False]):
               bomb_supply.reset ()
            else:
               bullet_supply.reset ()

         elif event.type == DOUBLE_BULLET_TIME:
            is_double_bullet = False
            pygame.time.set_timer (DOUBLE_BULLET_TIME, 0)

         elif event.type == INVINCIBLE_TIME:
            me.invincible = False
            pygame.time.set_timer (INVINCIBLE_TIME, 0)

      # 根据用户的得分增加难度
      if level == 1 and score > 50000:
         level = 2
         upgrade_sound.play ()
         # 增加3架小型敌机、2架中型敌机和1架大型敌机
         add_small_enemies (small_enemies, enemies, 3)
         add_mid_enemies (mid_enemies, enemies, 2)
         add_big_enemies (big_enemies, enemies, 1)
         # 提升小型敌机的速度
         inc_speed (small_enemies, 1)
      elif level == 2 and score > 300000:
         level = 3
         upgrade_sound.play ()
         # 增加5架小型敌机、3架中型敌机和2架大型敌机
         add_small_enemies (small_enemies, enemies, 5)
         add_mid_enemies (mid_enemies, enemies, 3)
         add_big_enemies (big_enemies, enemies, 2)
         # 提升小型敌机的速度
         inc_speed (small_enemies, 1)
         inc_speed (mid_enemies, 1)
      elif level == 3 and score > 600000:
         level = 4
         upgrade_sound.play ()
         # 增加5架小型敌机、3架中型敌机和2架大型敌机
         add_small_enemies (small_enemies, enemies, 5)
         add_mid_enemies (mid_enemies, enemies, 3)
         add_big_enemies (big_enemies, enemies, 2)
         # 提升小型敌机的速度
         inc_speed (small_enemies, 1)
         inc_speed (mid_enemies, 1)
      elif level == 4 and score > 1000000:
         level = 5
         upgrade_sound.play ()
         # 增加5架小型敌机、3架中型敌机和2架大型敌机
         add_small_enemies (small_enemies, enemies, 5)
         add_mid_enemies (mid_enemies, enemies, 3)
         add_big_enemies (big_enemies, enemies, 2)
         # 提升小型敌机的速度
         inc_speed (small_enemies, 1)
         inc_speed (mid_enemies, 1)

      screen.blit (background, (0, 0))

      if life_num and not paused:
         # 检测用户的键盘操作
         key_pressed = pygame.key.get_pressed ()

         if key_pressed [K_w] or key_pressed [K_UP]:
            me.moveUp ()
         if key_pressed [K_s] or key_pressed [K_DOWN]:
            me.moveDown ()
         if key_pressed [K_a] or key_pressed [K_LEFT]:
            me.moveLeft ()
         if key_pressed [K_d] or key_pressed [K_RIGHT]:
            me.moveRight ()

         # 绘制全屏炸弹补给并检测是否获得
         if bomb_supply.active:
            bomb_supply.move ()
            screen.blit (bomb_supply.image, bomb_supply.rect)
            if pygame.sprite.collide_mask (bomb_supply, me):
               get_bomb_sound.play ()
               if bomb_num < 0:
                  bomb_num += 1
               bomb_supply.active = False

         # 绘制超级子弹补给并检测是否获得
         if bullet_supply.active:
            bullet_supply.move ()
            screen.blit (bullet_supply.image, bullet_supply.rect)
            if pygame.sprite.collide_mask (bullet_supply, me):
               get_bullet_sound.play ()
               is_double_bullet = True
               pygame.time.set_timer (DOUBLE_BULLET_TIME, 18 * 1000)
               bullet_supply.active = False

         # 发射子弹
         if not (delay % 10):
            bullet_sound.play ()
            if is_double_bullet:
               bullets = bullet2
               bullets [bullet2_index].reset ((me.rect.centerx - 33, me.rect.centery))
               bullets [bullet2_index + 1].reset ((me.rect.centerx + 30, me.rect.centery))
               bullet2_index = (bullet2_index + 2) % BULLET2_NUM
            else:
               bullets = bullet1
               bullets [bullet1_index].reset (me.rect.midtop)
               bullet1_index = (bullet1_index + 1) % BULLET1_NUM

         # 检测子弹是否击中敌机
         for b in bullets:
            if b.active:
               b.move ()
               screen.blit (b.image, b.rect)
               enemy_hit = pygame.sprite.spritecollide (b, enemies, False, pygame.sprite.collide_mask)
               if enemy_hit:
                  b.active = False
                  for e in enemy_hit:
                     if e in mid_enemies or e in big_enemies:
                        e.hit = True
                        e.energy -= 1
                        if e.energy == 0:
                           e.active = False
                     else:
                        e.active = False

         # 绘制大型敌机
         for each in big_enemies:
            if each.active:
               each.move ()
               if each.hit:
                  screen.blit (each.image_hit, each.rect)
                  each.hit = False
               else:
                  if switch_image:
                     screen.blit (each.image1, each.rect)
                  else:
                     screen.blit (each.image2, each.rect)

               # 绘制血槽
               pygame.draw.line (screen, BLACK, \
                                 (each.rect.left, each.rect.top - 5), \
                                 (each.rect.right, each.rect.top - 5), \
                                 2)
               # 当生命大于20%显示绿色，否则显示红色
               energy_remain = each.energy / enemy.BigEnemy.energy
               if energy_remain > 0.2:
                  energy_color = GREEN
               else:
                  energy_color = RED
               pygame.draw.line (screen, energy_color, \
                                 (each.rect.left, each.rect.top - 5), \
                                 (each.rect.left + each.rect.width * energy_remain, \
                                  each.rect.top - 5), 2)

               # 即将出现在画面中，播放音效
               if each.rect.bottom == -50:
                  enemy3_fly_sound.play (-1)
            else:
               # 毁灭
               if not (delay % 3):
                  if e3_destroy_index == 0:
                     enemy3_down_sound.play ()
                  screen.blit (each.destroy_images [e3_destroy_index], each.rect)
                  e3_destroy_index = (e3_destroy_index + 1) % 6
                  if e3_destroy_index == 0:
                     enemy3_fly_sound.stop ()
                     score += 10000
                     each.reset ()

         # 绘制中型敌机：
         for each in mid_enemies:
            if each.active:
               each.move ()

               if each.hit:
                  screen.blit (each.image_hit, each.rect)
                  each.hit = False
               else:
                  screen.blit (each.image, each.rect)

               # 绘制血槽
               pygame.draw.line (screen, BLACK, \
                                 (each.rect.left, each.rect.top - 5), \
                                 (each.rect.right, each.rect.top - 5), \
                                 2)
               # 当生命大于20%显示绿色，否则显示红色
               energy_remain = each.energy / enemy.MidEnemy.energy
               if energy_remain > 0.2:
                  energy_color = GREEN
               else:
                  energy_color = RED
               pygame.draw.line (screen, energy_color, \
                                 (each.rect.left, each.rect.top - 5), \
                                 (each.rect.left + each.rect.width * energy_remain, \
                                  each.rect.top - 5), 2)
            else:
               # 毁灭
               if not (delay % 3):
                  if e2_destroy_index == 0:
                     enemy2_down_sound.play ()
                  screen.blit (each.destroy_images [e2_destroy_index], each.rect)
                  e2_destroy_index = (e2_destroy_index + 1) % 4
                  if e2_destroy_index == 0:
                     score += 6000
                     each.reset ()

         # 绘制小型敌机：
         for each in small_enemies:
            if each.active:
               each.move ()
               screen.blit (each.image, each.rect)
            else:
               # 毁灭
               if not (delay % 3):
                  if e1_destroy_index == 0:
                     enemy1_down_sound.play ()
                  screen.blit (each.destroy_images [e1_destroy_index], each.rect)
                  e1_destroy_index = (e1_destroy_index + 1) % 4
                  if e1_destroy_index == 0:
                     score += 1000
                     each.reset ()

         # 检测我方飞机是否被撞
         enemies_down = pygame.sprite.spritecollide (me, enemies, False, pygame.sprite.collide_mask)
         if enemies_down and not me.invincible:
            me.active = False
            for e in enemies_down:
               e.active = False

         # 绘制我方飞机
         if me.active:
            if switch_image:
               screen.blit (me.image1, me.rect)
            else:
               screen.blit (me.image2, me.rect)
         else:
            # 毁灭
            if not (delay % 3):
               if me_destroy_index == 0:
                  me_down_sound.play ()
               screen.blit (me.destroy_images [me_destroy_index], me.rect)
               me_destroy_index = (me_destroy_index + 1) % 4
               if me_destroy_index == 0:
                  life_num -= 1
                  me.reset ()
                  pygame.time.set_timer (INVINCIBLE_TIME, 3 * 1000)

         # 绘制全屏炸弹数量
         bomb_text = bomb_font.render ("× %d" % bomb_num, True, WHITE)
         text_rect = bomb_text.get_rect ()
         screen.blit (bomb_image, (10, height - 10 - bomb_rect.height))
         screen.blit (bomb_text, (20 + bomb_rect.width, height - 5 - text_rect.height))

         # 绘制剩余生命数量
         if life_num:
            for i in range (life_num):
               screen.blit (life_image, \
                            (width - 10 - (i + 1) * life_rect.width, \
                             height - 10 - life_rect.height))

         # 绘制得分
         score_text = score_font.render ("Score : %s" % str (score), True, WHITE)
         screen.blit (score_text, (10, 5))

      # 绘制游戏结束画面
      elif life_num == 0:
         # 背景音乐停止
         pygame.mixer.music.stop ()

         # 停止全部音效
         pygame.mixer.stop ()

         # 停止发放补给
         pygame.time.set_timer (SUPPLY_TIME, 0)

         if not recorded:
            recorded = True
            # 读取历史最高得分
            with open ("record.txt", "r") as f:
               record_score = int (f.read ())

            # 如果玩家得分高于历史最高得分，则存档
            if score > record_score:
               with open ("record.txt", "w") as f:
                  f.write (str (score))

         # 绘制结束画面
         record_score_text = score_font.render ("Best : %d" % record_score, True, (255, 255, 255))
         screen.blit (record_score_text, (50, 50))

         gameover_text1 = gameover_font.render ("Your Score", True, (255, 255, 255))
         gameover_text1_rect = gameover_text1.get_rect ()
         gameover_text1_rect.left, gameover_text1_rect.top = \
            (width - gameover_text1_rect.width) // 2, height // 3
         screen.blit (gameover_text1, gameover_text1_rect)

         gameover_text2 = gameover_font.render (str (score), True, (255, 255, 255))
         gameover_text2_rect = gameover_text2.get_rect ()
         gameover_text2_rect.left, gameover_text2_rect.top = \
            (width - gameover_text2_rect.width) // 2, \
            gameover_text1_rect.bottom + 10
         screen.blit (gameover_text2, gameover_text2_rect)

         again_rect.left, again_rect.top = \
            (width - again_rect.width) // 2, \
            gameover_text2_rect.bottom + 50
         screen.blit (again_image, again_rect)

         gameover_rect.left, gameover_rect.top = \
            (width - again_rect.width) // 2, \
            again_rect.bottom + 10
         screen.blit (gameover_image, gameover_rect)

         # 检测用户的鼠标操作
         # 如果用户按下鼠标左键
         if pygame.mouse.get_pressed () [0]:
            # 获取鼠标坐标
            pos = pygame.mouse.get_pos ()
            # 如果用户点击“重新开始”
            if again_rect.left < pos [0] < again_rect.right and \
                    again_rect.top < pos [1] < again_rect.bottom:
               # 调用main函数，重新开始游戏
               main ()
            # 如果用户点击“结束游戏”
            elif gameover_rect.left < pos [0] < gameover_rect.right and \
                    gameover_rect.top < pos [1] < gameover_rect.bottom:
               # 退出游戏
               pygame.quit ()
               sys.exit ()

               # 绘制暂停按钮
      screen.blit (paused_image, paused_rect)

      # 切换图片
      if not (delay % 5):
         switch_image = not switch_image

      delay -= 1
      if not delay:
         delay = 100

      pygame.display.flip ()
      clock.tick (60)


if __name__ == "__main__":
   try:
      main ()
   except SystemExit:
      pass
   except:
      traceback.print_exc ()
      pygame.quit ()
      input ()
